But when i try to init the fullscreen Mode with Display.setDisplayMode(DisplayMode) i often run into exceptions that the alpha or depth values are too high! Often i try to lauch the fullscreen with a depth of 24Bit. But it seems not to work on all modes. Is there something i havent understand yet about using GL ?

For a first impression you can see the Webstart Demo(without fullscreen), actually only on Windows maschines by this link:

hmm, some bottleneck i have in the Render To Texture Demo. But with the FullScreenWindowedTest shows me how to init the Screen. I will try to fix that now, and upload the fixed version asap. As this is only some Basic Stuff in Gl this should almost run far beyond the 100 fps on Geforce based cards i think, but it doesnt't .. grrrr.

You'll find that rendering to a window is probably what's costing you the most performance. When you render to a window you have to share the screen with all of the other bits and bobs that want to be drawn, so the driver can't give you exclusive access to the hardware context.

IMO, the best would be to make the pref window "ingame". However what Cas means is that when the LWJGL window isn't fullscreen it can't run at full steam due to technical issues. Whether or not a swing pref window is in the background is irrelevant - just as long as the rendering window is fullscreen.

i have a Windowed/Fullscreen Version running there local at my maschine. I will clean the source a bit and will upload the new Webstart Demo i think today. After this i plan to send it also to the Nehe Archive. This also supports LWJGL a bit more .

The Performance is higher in Fullscreen, maybe the poor performance from the less GFX Memory on board on some Cards.

@Matzon maybe this happend on your TNT2 based card, cause the 'Virtual' Texture have transfered through the AGP/PCI Bus. As the Blur Effect is done 25 Times with this 'Virtual' Texture. Maybe you get more performance when limit the Texture Size (default is 128*128 Texel)

maybe it's just my system, though...I had some more weird problems recently, the msblast virus being one of them (although that was easy to get rid of) Anyway, I'll restore a backup and give it another try...

ok, my Code runs here at Home, with the new API.Also i came behind some of the performance bottlenecks.Seems to be some kind of newbie failure, drawing the Render Text more as needed, with different View Pos, so wasnt to see. Will fix more.

Since yesterday i own some ATI Radeon 9200 GFX Card , It was so cheap i must buy it.So i have two Maschines for Tesing lwjgl.

After Install the new GFx Card, the whole Demo crashed....but after download the newest Drivers from ATI the demo runs fine under ATI Chipset...keep on the good work! Did someone tested the 0.7pre 2 under Linux ? I plan to do it next, but i read about some Depthbuffer Problems on Linux. On Windows i dont have specifiy a Depth Buffer when creating a Display for Fullscreen like:

1

Window.create ( "test" ,displaymode.bpp , 0 , 0 , 0 ) ;

For me this i not correct, cause it should give also DisplayProblems , or am i wrong ?

I've noticed you added a isFullscreen Method on Window.class, good to use!

It's not really depth buffer problems on linux, it's a misunderstood API. You must _always_ specify your minimum requirements for an OpenGL window in create. That means that if you use the depth at all (very likely), you must have specified depth >0. Just like the bpp argument.

The OpenGL drivers are free to return whatever context they want, as long as it's at least as good as what you asked for.

Given that, it should be clear that you should not ask for no depth buffer and still assume one is there! That's a particular quirk of your hardware,your operating system and your particular version of the drivers - not something to rely on!

Fine to read that the final of 0.7 is out,so i will update the binaries of the Demo also.Next the Linux version should be added.Is there somthing to know about Linux and LWJGL ?Or just easy as under Win ?

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